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No Mans Sky - Update


alt3rn1ty

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Experimental update 18/02 is up ..

  • If players are in a group but do not have a Nexus mission active, then when taking off from the Space Anomaly they can now choose to exit directly to the system of any other player in their group.
  • Fixed a number of issues that caused planetary charts and others scans to pick from too narrow a range of buildings. Players should no longer be sent repeatedly to the same building when using multiple charts.
  • Fixed an issue that caused distress signals to occasionally lead to a crashed ship site with no crashed ship.
  • Added an instant split button to allow players to quickly divide stacks of items in half.
  • Players can now hold down buttons to increase or decrease stack sizes, rather than having to press repeatedly.
  • Fixed an issue that prevented the Exocraft Summoning Station from working if placed within a base.
  • Improved the range of the Exocraft Summoning Station, so that it allows Exocraft to be summoned from anywhere in the system.
  • Planets that you have discovered no longer need to be repeatedly rescanned to see their resources from space.
  • Fixed an issue that caused the planetary resources popup to flicker while pulsing towards a planet.
  • Fixed an issue that made it difficult to enter Space Stations from tight angles.
  • Allowed starships to reverse during atmospheric flight if stuck in other geometry.
  • The automatic Launch System Recharger now functions while the player is sitting in the cockpit, if the ship is landed.
  • Improved VR swimming controls for VR devices that use thumbsticks.
  • Significantly increased the distance players are able to move the camera in Photo Mode.
     
  • Introduced a number of significant GPU optimisations to terrain rendering.
  • Introduced a number of significant optimisations to terrain generation.
  • Introduced a number of significant memory optimisations.
  • Introduced some minor load time optimisations.
  • Introduced some smaller optimisations and visual fixes to cloud rendering.
  • Introduced a number of water rendering optimisations for PSVR.
     
  • Fixed an issue that caused Proximity Switches to be activated by empty Exocraft.
  • Fixed an issue that prevented decals from working when customising Exocraft appearances.
  • Fixed an issue that caused the Analysis Visor UI to judder in VR.
  • Fixed a number of issues that made it difficult to warp to the centre of the galaxy.
  • Fixed an issue that caused the kill count to reset in the final mission for the Armourer if players entered a building during combat.
  • Fixed an issue that caused Carbon Planters to be unavailable for purchase.
  • Construction-style missions from the Nexus will properly mark the desired construction site if players leave the planet mid-mission.
  • Fixed a number of issues that prevented items from being taken out of or put into Storage Containers.
  • Fixed an issue where pirates would occasionally ask for wildly incorrect amounts when bargaining for peace.
  • Fixed an issue that could prevent special mission Portals on the Artemis path from functioning correctly if they were left while in an active state.
  • Fixed an issue that could cause a ship docked at a Trade Outpost to be placed underneath the landing pad when loading into the game.
  • Fixed an issue that caused the filter icons to be incorrectly aligned in the Galaxy Map.
  • Fixed a rare crash that could occur when warping to a base after having used a Portal.
     
  • Fixed a bug that allowed Nexus missions to be restarted from the mission log.
  • Fixed a number of issues that could cause Nexus missions to select inappropriate star systems.
  • Fixed an issue that could cause Nexus missions to send players to the wrong building.
     
  • Fixed an issue that could occasionally cause visual elements of the Personal Refiner to render in first person.
  • Fixed an issue that caused the Personal Refiner not to stop animating when refining was complete.
  • Fixed an issue that caused the names of unknown planets to be revealed by their moons.
  • Improved the position of HUD markers in the Analysis Visor UI.
  • Improved the positioning of the ship repair UI in VR.
  • Fixed an issue that could cause the ship crosshair to judder.
  • Fixed some minor text issues in missions objectives and the Guide.
  • Fixed an issue that could cause filters to apply incorrectly on the Space Station, Space Anomaly, frigates and freighters.
  • Fixed an issue that made the Space Anomaly too green when using HDR.
  • Fixed an issue that prevented the VR eject handles in ship cockpits from lighting up when the player first enters the ship.
     
  • Fixed an rare issue that allowed players to equip weapons in the Space Anomaly.
  • Fixed an issue that prevented Solar Panels from playing their audio.
  • Fixed an issue that could cause the torch light to flicker while moving.
  • Fixed an issue that could cause recently used interactions to be reset shortly after loading.
  • Fixed an issue that caused an empty black dialogue box to appear when leaving a planetary Technology Merchant.
  • Fixed an issue that caused the Nutrient Processor’s inventory to be incorrectly labelled.
     
  • Updated the visuals of the Bytebeat Cable so it is distinct from the Teleport Cable.
  • Fixed an issue with the Bytebeat Switch that caused the On Arpeggio Note output to fire when not playing an arpeggio.
  • Fixed an issue with the Bytebeat Switch that caused note colours to be reversed.
  • Fixed an issue with the Bytebeat Switch that caused triggers to be sent for parts that are not active in the Synchroniser.
  • Fixed an issue in the Bytebeat that caused visuals to go out of sync when editing tempo.
  • Fixed a number of minor glitches when scrubbing in the Bytebeat UI.
     
  • Fixed an issue that caused pirate probes to always fail when the Pulse Engine was active.
  • Fixed an issue that caused the Pulse Engine tutorial to incorrectly appear in the middle of combat.
  • Fixed a text mismatch in the standing rewards, where Mercenary and Explorers Guild standing rewards were mislabeled.
  • Fixed an issue that could cause the Surveying Tutorial to move on before the player had actually learned the Survey Device.
  • Fixed an issue that prevented the Show HUD binding from working on PC keyboard controls when piloting a ship.
  • Fixed an issue that caused a number of building parts to be unknown when starting a Creative Mode game, including industrial Silos.
  • Fixed an issue that caused Black Holes not to warp players if they were somehow approached on foot.

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These are the mods I'm using:

Dig Out 1.3
Asteroid Fields 2.1
Space Station Interior Fix 1.1
Private Landing Pads
Darker Nights 2.0
HD Clouds for Beyond

Don't let some of the titles or their age fool you, all of these worked the last time I fired up the game a couple of months ago. Most of them do require updating after each major game version but they're done by a guy who seems to be on top of that on a regular basis.

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That Lo2k Asteroids mod looks like just the thing for me, thanks Arthmoor I have it bookmarked for when I start modding the game eventually (unless Hellogames listen to us and update the frequency of asteroids themselves at some point) :)

----------------------------------------

The Living Ship update ..

https://www.nomanssky.com/living-ship-update/

.. Though at time of writing, steam depots still need updating and gog files, its still only supplying the Experimental 18/02 update (probably in the next couple of hours  / days)

 

Here's the fix list in the spoiler below, but have a good look at the link above, this update is a lot more than just fixes :)

Sean Murray has also been tweeting :

"This last week or two has been a lot of fun for Hello Games and hopefully the community. It all started with a mystery egg...

Our weekly community mission was to unlock a mysterious egg shaped object (instead of our more normal weekly content drops) and then things got weird

If you bought an egg and kept it in your ship there was a tiny chance it would begin to whisper, piecing those whispers together led to a planet where the community could find more clues to try and hatch the egg

Late last night through their hard work players began to unlock new features in an experimental build. It was a super lovely moment for the team here and hopefully for the community too

You might have noticed since Beyond we've been experimenting with something new - regular feature updates every month or so, along with community missions and new content every week

In previous years we have focused the team around one large update, leaving maybe 8 months where not much happened. Sometimes there were fun features that were wrapped up in other things waiting for release

Whilst we continue to work on more radical things longer term in the background, in the meantime we are experimenting with releasing content we know the community would enjoy as soon as we’re able. It's fairly organic, and we'll adapt as we go

We're enjoying these more regular updates, and hopefully the community seems to too. This January had more players on all platforms than any previous year, with longer, more varied sessions too. Hopefully folks will be excited about what we’re up to next whatever form it takes"

 

That note in his tweets mentioning putting the Void Egg in your SHIPS INVENTORY : I got this wrong and went with the reddit posts and just put it in my Exxosuit inventory = You dont get the Void Egg messages leading you through solving the coordinates. So I am going back to my pre-Experimental save to experience the whole thing :)

Love this game, its developing waaay beyond what I thought it would become back in 2016. I also find in more recent updates since the Vulcan Experimental and Beyond Updates, I can't fault it on performance, the new NVidia drivers ability to cap FPS one below your monitor screen refresh rate has probably helped too, I have it at 59, and the game is set to max FPS of 60, so there are no latency issues anymore causing occasional micro stutter (which was a thing prior to the Vulcan update). The new laptop may have helped too .. Whatever solved it anyway the game has been smooth as butter since all of those, and whatever improvements Hellogames have just done in this update shoud help lesser machine specs.

 

Edit : An Interview Sean Murray gave reference Living Ships update ..

https://www.gamesradar.com/no-mans-sky-creator-sean-murray-discusses-living-ship-expanding-space-exploration-and-the-future/

.. Lord knows how long Hellogames will be working on this game, but it sounds like they will be working on it for at least another year.

 

 

PATCH NOTES

LIVING SHIP

  • Introduced a new style of starship, the Living Ship.
  • These ships have their own exclusive range of organic technologies and cannot be upgraded by conventional means.
  • Adjust your playstyle to the restrictions and benefits of these organic techs, or hatch and evolve new procedural upgrades to grow your own custom ship.

MISSIONS

  • Incubate your Void Egg and learn about the origin of the Living Ships with a new mission chain, Starbirth.
  • Completing these missions will hatch the Void Egg into your own procedurally generated Living Ship.
  • Additional ships may be hatched from subsequently incubated eggs.

SPACE ENCOUNTERS

  • While using the Pulse Engine to fly between planets, there is a chance of encountering strange objects in local space.
  • Drop out of pulse-flight to begin the encounter.
  • A large range of strange objects and exotic rewards await…
  • Different encounters have different chances of occurring based on the characteristics of the solar system.

TRADER HAILS

  • As well as strange objects, players may also encounter passing trader ships.
  • These will hail the player while using the Pulse Engine and may need assistance, offer to trade, and more…

QUALITY OF LIFE

  • If players are in a group but do not have a Nexus mission active, then when taking off from the Space Anomaly they can now choose to exit directly to the system of any other player in their group.
  • Fixed a number of issues that caused planetary charts and others scans to pick from too narrow a range of buildings. Players should no longer be sent repeatedly to the same building when using multiple charts.
  • Fixed an issue that caused distress signals to occasionally lead to a crashed ship site with no crashed ship.
  • Added an instant split button to allow players to quickly divide stacks of items in half.
  • Players can now hold down buttons to increase or decrease stack sizes, rather than having to press repeatedly.
  • Fixed an issue that prevented the Exocraft Summoning Station from working if placed within a base.
  • Improved the range of the Exocraft Summoning Station, so that it allows Exocraft to be summoned from anywhere in the system.
  • Planets that you have discovered no longer need to be repeatedly rescanned to see their resources from space.
  • Fixed an issue that caused the planetary resources popup to flicker while pulsing towards a planet.
  • Fixed an issue that made it difficult to enter Space Stations from tight angles.
  • Allowed starships to reverse during atmospheric flight if stuck in other geometry.
  • The automatic Launch System Recharger now functions while the player is sitting in the cockpit, if the ship is landed.
  • Improved VR swimming controls for VR devices that use thumbsticks.
  • Significantly increased the distance players are able to move the camera in Photo Mode.

OPTIMISATIONS

  • Introduced a number of significant GPU optimisations to terrain rendering.
  • Introduced a number of significant optimisations to terrain generation.
  • Introduced a number of significant memory optimisations.
  • Introduced some minor load time optimisations.
  • Introduced some smaller optimisations and visual fixes to cloud rendering.
  • Introduced a number of water rendering optimisations for PSVR.

BUG FIXES

  • Fixed an issue that caused Proximity Switches to be activated by empty Exocraft.
  • Fixed an issue that prevented decals from working when customising Exocraft appearances.
  • Fixed an issue that caused the Analysis Visor UI to judder in VR.
  • Fixed a number of issues that made it difficult to warp to the centre of the galaxy.
  • Fixed an issue that caused the kill count to reset in the final mission for the Armourer if players entered a building during combat.
  • Fixed an issue that caused Carbon Planters to be unavailable for purchase.
  • Construction-style missions from the Nexus will properly mark the desired construction site if players leave the planet mid-mission.
  • Fixed a number of issues that prevented items from being taken out of or put into Storage Containers.
  • Fixed an issue where pirates would occasionally ask for wildly incorrect amounts when bargaining for peace.
  • Fixed an issue that could prevent special mission Portals on the Artemis path from functioning correctly if they were left while in an active state.
  • Fixed an issue that could cause a ship docked at a Trade Outpost to be placed underneath the landing pad when loading into the game.
  • Fixed an issue that caused the filter icons to be incorrectly aligned in the Galaxy Map.
  • Fixed a rare crash that could occur when warping to a base after having used a Portal.
  • Fixed a bug that allowed Nexus missions to be restarted from the mission log.
  • Fixed a number of issues that could cause Nexus missions to select inappropriate star systems.
  • Fixed an issue that could cause Nexus missions to send players to the wrong building.
  • Fixed an issue that could occasionally cause visual elements of the Personal Refiner to render in first person.
  • Fixed an issue that caused the Personal Refiner not to stop animating when refining was complete.
  • Fixed an issue that caused the names of unknown planets to be revealed by their moons.
  • Improved the position of HUD markers in the Analysis Visor UI.
  • Improved the positioning of the ship repair UI in VR.
  • Fixed an issue that could cause the ship crosshair to judder.
  • Fixed some minor text issues in missions objectives and the Guide.
  • Fixed an issue that could cause filters to apply incorrectly on the Space Station, Space Anomaly, frigates and freighters.
  • Fixed an issue that made the Space Anomaly too green when using HDR.
  • Fixed an issue that prevented the VR eject handles in ship cockpits from lighting up when the player first enters the ship.
  • Fixed a rare issue that allowed players to equip weapons in the Space Anomaly.
  • Fixed an issue that prevented Solar Panels from playing their audio.
  • Fixed an issue that could cause the torchlight to flicker while moving.
  • Fixed an issue that could cause recently used interactions to be reset shortly after loading.
  • Fixed an issue that caused an empty black dialogue box to appear when leaving a planetary Technology Merchant.
  • Fixed an issue that caused the Nutrient Processor’s inventory to be incorrectly labelled.
  • Updated the visuals of the Bytebeat Cable so it is distinct from the Teleport Cable.
  • Fixed an issue with the Bytebeat Switch that caused the On Arpeggio Note output to fire when not playing an arpeggio.
  • Fixed an issue with the Bytebeat Switch that caused note colours to be reversed.
  • Fixed an issue with the Bytebeat Switch that caused triggers to be sent for parts that are not active in the Synchroniser.
  • Fixed an issue in the Bytebeat that caused visuals to go out of sync when editing tempo.
  • Fixed a number of minor glitches when scrubbing in the Bytebeat UI.
  • Fixed an issue that caused pirate probes to always fail when the Pulse Engine was active.
  • Fixed an issue that caused the Pulse Engine tutorial to incorrectly appear in the middle of combat.
  • Fixed a text mismatch in the standing rewards, where Mercenary and Explorers Guild standing rewards were mislabeled.
  • Fixed an issue that could cause the Surveying Tutorial to move on before the player had actually learned the Survey Device.
  • Fixed an issue that prevented the Show HUD binding from working on PC keyboard controls when piloting a ship.
  • Fixed an issue that caused a number of building parts to be unknown when starting a Creative Mode game, including industrial Silos.
  • Fixed an issue that caused Black Holes not to warp players if they were somehow approached on foot.
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Experimental Branch 20/02
  • Fixed a rare softlock in the final stage of the Starbirth mission.
  • Fixed an issue where players who reloaded after completing the Starbirth mission but before claiming the Living Ship could lose the ship.
  • Fixed a rare mission problem where one of the later stages of the Starbirth mission would fail to find an appropriate star system.
  • Fixed a series of problems that could occur when trying to begin the Starbirth mission on the other side of a portal.
  • Fixed a console-only issue that caused grass colours to change. (This issue was present on PC experimental, but was fixed before the full release of 2.3 on PC.)
  • Fixed an issue that could allow players to claim a distress beacon as a starship when seeking a second Living Ship.
  • Fixed a number of crashes when loading savegames that had a distress beacon as a starship.
  • Fixed a crash related to loading the cockpit space map.
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Experimental Branch Update 21/02
  • Fixed an issue that caused too much warp fuel to be consumed when warping in VR.
  • Fixed an issue that caused HUD elements to be incorrectly displayed during warp.
  • Fixed an issue that caused ships to judder and disappear when landing in multiplayer.
  • Fixed an issue that caused players to miss the landing pads when landing at an outpost.
  • Expedition holograms now turn green when the expedition is complete.
  • Fixed an issue that caused 'Hostile Ships Defeated' audio to play when combat frigates arrive to assist in a fight.
  • Fixed a rare crash when collecting cargo from a frigate.
  • Fixed a rare crash that could occur when streaming in the Space Anomaly.
  • Added the ability to use nanites to evolve upgrades that have been installed inside Living Ships.
  • Fixed a small visual glitch that could occur when exiting mission dialogue interactions.
  • Fixed an issue that allowed re-interaction with a living ship that was flying away.
  • Fixed an issue that caused stats to be named incorrectly in the descriptions of upgrade modules.
  • Prevented the Starbirth mission from starting in the middle of a multiplayer Nexus mission.

 

Experimental Branch 21/02
  • Fixed a number of minor visual issues with the Living Ship cockpits.
  • Fixed a visual issue with the contrails from the Living Ship.
  • Fixed an issue that caused shuttle-class starships to change appearance.
  • Fixed a rare crash that could occur when handing in a Nexus mission.
  • Fixed a crash that could occur when pinning directions for Frost Crystals.
  • Fixed a number of small mission flow problems in the directions for various substances.
  • Fixed an issue that allowed two living ships to spawn at the same location.
  • Fixed an issue that could cause portal warps to fail, resulting in players being returned to their previous system or pushed under the terrain.
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Experimental Branch Update 25/02
  • Slightly reduced the time taken for Living Ship components to mature, so that they do not exceed 24 hours.
  • Implemented a recovery fix for players whose Starbirth missions failed to locate an appropriate planet or building at the coordinates steps.
  • Fixed an issue which duplicated the default filter in photo mode.
  • Fixed an issue that caused pinned instructions involving Atlas Stones to suggest that Atlas Stones could be collected from factories.
  • Fixed an issue which affected the portable refiner when picking it up with one too few inventory slots available.
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And another update to this weeks experimentals, a few of the fixes on this list have needed fixing for ages ..

Experimental Branch Update 26/02
  • Fixed an issue that caused Cuboid Roof Caps to snap to the floor, rather than the roof, of Cuboid Rooms.
  • Added a chance to find cargo pods at derelict freighter space encounters.
  • Fixed an issue that caused extra, incorrect inventory tabs to appear when comparing ships or freighters.
  • Fixed an issue that caused frigates not to award cargo.
  • Water reflections have been removed in PC VR (matching PS VR) to improve visual quality.
  • A toggle has been added to the General Options menu to disable Auto Torch.
  • Fixed a number of issues that prevented Atlas words from being learned correctly.
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There are possible derelict freighters to stumble over in space? All the time I've played this game I've never run into one.

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They were part of the living ships update a week ago, you come across them if you are pulsing through a system like the other new anomolies (Dyson lens / Random NPC traders / Pirate Communications .. etc). Press the space bar, 5 4 3 2 1 pulsing (or press both A and D keys together, does the same as the space bar and you dont need to shift your fingers around).

Best one to note if you get a living ship, there are huge Void Egg anomalies (a bigger version of the one you can buy in the Quicksilver shop) ..

shoot it for living ship equipment upgrades. Best found in uninhabited red / green / blue systems (no NPC traders to decrease your chance of finding desired anomolies). I think its the only way currently to get those upgrades. But you have to be in a ship not carrying a Quicksilver bought Void Egg.

 

Edit : Oh and we think Hellogames made a bit of a fubar - If you play the GOG Offline Manual Installation of the game (ie with no GOG Galaxy installed), HG left out including the Void Eggs as an item to buy in the quicksilver shop = The living ships update for GOG Offline players is dead as a dodo, the quest needs you to have purchased a void egg to start it, so all the Living ships content is mostly never going to start until they correct this oversight for offline players.

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Ah, well that would be why I've never seen one. I'm waiting for the updates to settle out and the mods to get updated :P

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v2.32 released :) https://www.nomanssky.com/2020/02/living-ship-patch-2-32/

Hello everyone,

Thank you to everyone playing the Living Ship Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of gameplay and stability issues. Fixes for these were released on Steam experimental, and this patch, 2.32, is now live on PC and consoles.

 

Patch Notes

  • Fixed an issue that caused Cuboid Roof Caps to snap to the floor, rather than the roof, of Cuboid Rooms.
  • Added a chance to find cargo pods at derelict freighter space encounters.
  • Fixed an issue that caused extra, incorrect inventory tabs to appear when comparing ships or freighters.
  • Fixed an issue that caused frigates not to award cargo.
  • Water reflections have been removed in PC VR (matching PS VR) to improve visual quality.
  • A toggle has been added to the General Options menu to disable Auto Torch.
  • Fixed a number of issues that prevented Atlas words from being learned correctly.
  • Slightly reduced the time taken for Living Ship components to mature, so that they do not exceed 24 hours.
  • Implemented a recovery fix for players whose Starbirth missions failed to locate an appropriate planet or building at the coordinates steps.
  • Fixed an issue which duplicated the default filter in photo mode.
  • Fixed an issue that caused pinned instructions involving Atlas Stones to suggest that Atlas Stones could be collected from factories.
  • Fixed an issue which affected the portable refiner when picking it up with one too few inventory slots available.
  • Fixed an issue that caused too much warp fuel to be consumed when warping in VR.
  • Fixed an issue that caused HUD elements to be incorrectly displayed during warp.
  • Fixed an issue that caused ships to judder and disappear when landing in multiplayer.
  • Fixed an issue that caused players to miss the landing pads when landing at an outpost.
  • Expedition holograms now turn green when the expedition is complete.
  • Fixed an issue that caused ‘Hostile Ships Defeated’ audio to play when combat frigates arrive to assist in a fight.
  • Fixed a rare crash when collecting cargo from a frigate.
  • Fixed a rare crash that could occur when streaming in the Space Anomaly.
  • Added the ability to use nanites to evolve upgrades that have been installed inside Living Ships.
  • Fixed a small visual glitch that could occur when exiting mission dialogue interactions.
  • Fixed an issue that allowed re-interaction with a living ship that was flying away.
  • Fixed an issue that caused stats to be named incorrectly in the descriptions of upgrade modules.
  • Prevented the Starbirth mission from starting in the middle of a multiplayer Nexus mission.
  • Fixed a number of minor visual issues with the Living Ship cockpits.
  • Fixed a visual issue with the contrails from the Living Ship.
  • Fixed an issue that caused shuttle-class starships to change appearance.
  • Fixed a rare crash that could occur when handing in a Nexus mission.
  • Fixed a crash that could occur when pinning directions for Frost Crystals.
  • Fixed a number of small mission flow problems in the directions for various substances.
  • Fixed an issue that allowed two living ships to spawn at the same location.
  • Fixed an issue that could cause portal warps to fail, resulting in players being returned to their previous system or pushed under the terrain.

 

We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games

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  • 2 weeks later...

v2.33 released https://www.nomanssky.com/2020/03/living-ship-patch-2-33/

Hello everyone,

Thank you to everyone playing the Living Ship Update, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of gameplay and stability issues. Fixes for these were released on Steam experimental, and this patch, 2.33, is now live on PC and consoles.

 

Patch Notes

  • Enable tessellation on Xbox One X.
  • Introduced partial fix for an issue that could cause players to fall through the terrain.
  • Fixed an issue for PC players who lost their Void Egg during the final stages of the Starbirth mission and were not able to recover it.
  • Fix to prevent base parts from spawning around weekend mission objectives.

 

We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games

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Well, it appears I've fallen victim to a common bug with the Living Ship quest getting stuck once you reach the point where you have to go through a portal to advance it. Came out the other side and have no viable planets for it to use or something and it won't advance. The quest vanishes from the log entirely if I return through the portal so now my game is officially stuck.

Sent the files in with a bug report so hopefully this won't mean me needing to start all over again. Those 4 bases I made aren't likely to be repeatable things.

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This NMS game sounds intresting, I might want to try it since I like science fiction games e.g Star Trek, Star Wars just to mention a few.

A Steam link?

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On 3/13/2020 at 10:53 PM, Leonardo said:

This NMS game sounds intresting, I might want to try it since I like science fiction games e.g Star Trek, Star Wars just to mention a few.

A Steam link?

:)

Steam - https://store.steampowered.com/app/275850/No_Mans_Sky/

GOG - https://www.gog.com/game/no_mans_sky

 

Other useful links :

Steam Discussions - https://steamcommunity.com/app/275850/discussions/0/

Steam depots - https://steamdb.info/app/275850/depots/

GOG Forum - https://www.gog.com/forum/no_mans_sky#1584223441

Official site - https://www.nomanssky.com/

Sean Murray Tweets - https://twitter.com/NoMansSky

Discord - https://discordapp.com/invite/nomanssky

ETARC Community - https://forums.atlas-65.com/

Reddit - https://www.reddit.com/r/NoMansSkyTheGame/

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On 3/13/2020 at 8:53 PM, Arthmoor said:

Well, it appears I've fallen victim to a common bug with the Living Ship quest getting stuck once you reach the point where you have to go through a portal to advance it. Came out the other side and have no viable planets for it to use or something and it won't advance. The quest vanishes from the log entirely if I return through the portal so now my game is officially stuck.

Sent the files in with a bug report so hopefully this won't mean me needing to start all over again. Those 4 bases I made aren't likely to be repeatable things.

Sounds like a bad one, hope they get a fix out soon.

Did the tilted moon issue fix do the trick in your case?

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Tilted moons don't cling to the save if that's what you mean, but they still happen if you land on one. Shit stays tilted for the rest of the session.

And yes, it's a bad one. Reddit has many reported cases, along with other random forums, and Hello Games may think they fixed it already, but my saves will show them they have not :troll:

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18 hours ago, Arthmoor said:

And yes, it's a bad one. Reddit has many reported cases, along with other random forums, and Hello Games may think they fixed it already, but my saves will show them they have not :troll:

Do you have a manual save to go back to before your last auto save? (Manual saves = Those things that look like building site lighting poles which spin when you activate them, near outposts / factories / etc landing area. They also add to the Locations discovered). I occasionally use them as a just in case fall back save, or make a save point device to use prior to any missions if there is not a Manual save post anywhere near.

zLqAPtx.png

iXL0Ss5.png

 

You cant use these when you first load up the game, but once you have it loaded just go to Options, then you can go back to however far back your last manual save was.

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15 hours ago, Leonardo said:

Thanks for the links, mate. :)

:) No problem, hope it suits you. There are still a few bugs, but no major game stoppers and Hellogames are continuing the unprecedented support for the foreseeable future. Its stil very enjoyable for me even three years after its release. Hellogames are really refining it recently with some great updates. Heads up, there is a lot to this game to get used to, but dont rush to get there, enjoy the journey and discovering .. I can just about guarantee you will die within minutes of your first run :devil: .. quite a few puzzles to solve along the way including just surviving sometimes. Its not hard line survival (unless you choose the harder game options to start with), Normal mode becomes quite easy quickly, and later game you will start to get a sense that the game is a Chill out experience, thats the point when you might want to try Survival or even Permadeath. I haven't done a good permadeath run yet, mostly because there was a bug where the world could vanish beneath your feet and you freefall to your death = All the hard work is gone because there is no other option but to start again. HG have fixed that now (I think anyway), so I might be about ready to start a Permadeath run soon .. Waiting to see what the next few updates bring.

Edit : Oh and turn the sound up :), the procedurally generated game music mixing is very good, and sometimes alien eerie. But the sound effects will probably give you occasional nostalgic moments too if you are a sci-fi fan.

Sean Murray once said they wanted people to feel like they have just walked out of a sci-fi book cover playing this game, Robert A Heinlein's "Stranger in a strange land" was the one which struck me, there are newer copies of the book with different art work, but this old one is the one I remember having ..

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Ignore old reviews, a lot of what was said was deserved at the time .. But now the game has delivered what was promised and quite a lot more on top, its really matured into my all time favourite game that I hoped it would become, with a lot of unexpected but welcome additions.

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Nope, I have no working manual save either. By the time I realized there was a problem I had marked a few waypoints on planets, which it considers a manual save. So I have no escape other than to start a new game and I do not want to do that because it means losing 4 bases, a class S starship, and a class S freighter. Al of which took me eons to be able to build up. So either they fix the bug and I can carry on, or I shelve the game for what will probably end up for good.

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Bobbleheads are coming https://www.nomanssky.com/2020/03/beyond-development-update-8/?cli_action=1584486067.48

Looks like this update is just to let us know whats in the community / weekend unlockables, but its not really a game update (presume the resources are already in the files we all have)

I once suggested they ought to have Ron Jons Hula girl as a dashboard item for starships .. I think they took it onboard but in their own style.

Good to know they are still managing to work though despite the Coronavirus steadily impacting everyones lives.

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  • 2 weeks later...

Yep, I ran into that anomaly crash, just not recently. Cost me a lot of time because the mission was one of those ludicrous "you need 5000 of these" things. Finally finished it, went to enter the anomaly, crashed as soon as it hit the white flash. Nearly 3 hours down the drain. It didn't even let me keep the items I had gathered even though I had saved before leaving the planet.

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Surprised they haven't updated GOG with this, steam are not the only PC players having the problem as you found out. I think I saw someone mention if you turn off multiplayer that solves it .. No idea if it works for GOG though, I still have all online options disabled and its running ok.

Bad time for your crash, those missions disable any kind of saving so you have to do them in one sitting.

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